How to design 4th edition D&D to limit buffing

The solution that resulted from the above post, and that I've playtested quite a bit involves the following type of model:

There are hundreds of things that provide buffs, of varying duration, and varying "stackability" and varying modifiers. There are only a handful of true needs for buffs and debuffs:

Movement
Type of Movement
Number of Attacks
Attack
Damage
AC
Saves
Damage Avoidance
Damage Reduction
Immunity
HP

Everything fits inside these bubbles pretty nicely. With that in mind, the system presented in 3.0 and 3.5 is way, way to complex at higher levels. Alternatively, I've worked with a system that changes two key things to RADICALLY simplify the game, but still maintain the fun playability. One of those is directly related to "buffs." In my "simple" view, all I did was say the following:

1) If your class can use a spell or ability that affects a character with a "buff", change all types to "buff". No more sacred, luck, resistance, enhancement, etc.
2) When you use the spell or ability the bonus is equal to the stated bonus or the spell level, whichever is higher.
3) When you use the stated ability, it applies to the same targets as stated in the spell or ability currently.
4) The buff lasts for one combat.
5) Buff bonuses don't stack.

It's insanely simpler (in fact, overly-simplified), but works much better to improve accounting and speed up the combats.

For 4e, I would recommend a derivative of the above. I think that the different classes should be capable of modifying and providing bonuses to these different categories. For example, the best AC buffs in the game are provided by the cleric class, while the best attack buffs in the game are provided by the wizards, etc. There would be acces sto "lower grade" buffs at higher levels from the non-core buffer categories. The best buff combinations in the game should be those that require a combined effect (ie, I've got the ultimate combo: a 6 bard song + a 9 wizard buff + a 9 cleric buff = the maximum buff benefit available). These buff routines should be fairly standard, and preformatted. You can do all kinds of fun things with the durations and strength. For example, 3rd level attack bonus buff:

Immediate Action: -3 to opponents attack roll
Swift Action: +3 to your attack roll
Standard Action: +3 to target creatures attack roll for one combat
Full Turn: +3 to attack rolls of all allies for one combat

This might be the buffing array of one particular class specialty - arcane casters. Wizards could cast it at 5th level, and other classes that provide support: clerics/bards, etc. might be able to provide this buff at 6th - 9th level.

If they got really "cool" they could even consider the above a standard "condition", and factor it into the existing "condition" rules that affect movement/position/obstacles/allies, etc.

So, for example, the above could be "Diving Attack" - which is a specific combat condition to be in. A PC might be able to "trigger" this condition themselves through the use of the appropriate feat/skill success/environment combinations, or simply be put artificially into this condition through the use of a buff. The condition could then be modified by other characters' actions and/or changes to the environment.

So, for example:
A swashbuckling/acrobatic rogue and his Arcane Trickster friend are squaring off against an bullette. The bullette's armor is difficult to penetrate for these two, so they decide it would be best to spend "actions" to better position their attacks. At 5th level, the best condition to do that for them is the "diving attack" condition which provides a +3 attack bonus. It can be provided the arcane trickster casting a 3rd level wizard buff spell (levitating assault). He can do this to himself as a free action, or he can use a standard action to provide this bonus to himself or his companion for the rest of the combat. He throws it on the swashbuckling rogue, and it provides him with the ability to flot as if levitating or in low gravity, and consistently obtain "attack from above" bonuses, etc. However, the swashbuckling rogue can actually achieve a "diving attack" condition on his own, access through feat/class combination, with as successful MEA and "Tumble" check.
 

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Delta said:
It's not a "magical aging attack", so no system shock roll.

Really? I thought anytime you aged unnaturally it was SS or die... Course, I could count on one hand the number of players who used haste in 2e.
 

3E had a really good method of limiting buffs: buffs with the same bonus type do not stack.

Unfortunately, the number of bonus types multiplied. For 4E, they should pick about 5 bonus types, and make those the *only* bonus types in the games. Every bonus is one of those 5 types. And hopefully, each type is used in a different area of the game.
 

I'd like to see the number of bonus types culled.

Stats: Enhancement, Inherent
Skills: Circumstance, Synergy (indirectly still factors stat enhancement)
AC: Armor (and Enhancement), Shield (and enhancement), Nat Armor (and Enhancement), Size, Cover, Deflection, Dodge (the Dex bonus is base dodge plus roll other effects into conditional Dodge enhancements - Armor has maximum dodge, but higher than current)
Attack: Weapon Enhancement, Size, Skill (focus, etc.), and Luck (morale, luck, sacred, profane, etc.)
Level, Speed: Enhancement only

Spells and class abilities have normal or conditional combinations of the above.

AC and Attack are the most complicated.
 

I am perfectly happy with things as is in 3e. But I recognize I am somewhat of an outlier in some respects.

I certainly do not see the necessity for so many bonus types. I am not sure why we could not ditch Resistance entirely and use Enhancement instead, frex.

Resistance, Luck, Insight, Competence, Inherent, and Sacred/Profane seem ripe for collapsing into fewer categories.

The minimum we need would be Enhancement, Dodge, Circumstance, Armor, Shield, Unnamed.

If simplicity is the goal, I would probably add one more, such as Competence.
 

jodyjohnson said:
AC: Armor (and Enhancement), Shield (and enhancement), Nat Armor (and Enhancement)

While the whole idea of +5 this and +5 that seems iconic maybe there could be an adjustment where the plus of armor acts as natural armor bonus, the plus of shield is deflection, and the plus of natural armor acts as armor bonus. Seems more in the flavor of the game than the plus just making whatever better.

Highly enhanced magic armor actually makes the wearer have natural armor, highly enhanced shields deflect more than block, and augmented natural armor gains plates and scales that act as armor. The net result being there is less advantage to getting as much bonus as possible in each category but more of a focus towards one style of defense.
 

Ridley's Cohort said:
Protection from Evil, Mage Armor, Shield, Resist Fire/Cold, Blur, Strength, Protection from Arrows, Invisibility, Displacement, Fly, Protection from Evil 10' Radius, Stoneskin -- these were meat and potatoes buffing spells in my 1e/2e experience. Is 3e all that different?

3e is vastly different.

My 1e fighter never had a spell like one of the above on him, except for Resist Fire/Cold when facing known fire/cold wielding enemies and a rare protection from evil or 10' radius.

My comparable 3e fighter usually has numerous buff spells on him, typically including one or more magic vestments, greater magic weapon, barkskin, resist elements, bulls strength, bless, prayer, etc., etc.

Of course, it could be that we're different gamers today than we were twenty years ago.
 

We're finding the uber-buff character in our game represents an arithmetical nightmare also; most of us might have one or two buffs, but this one Cleric has the whole routine down pat - when we have a chance to prepare for 5 rounds he makes himself invincible (and uses most of his spells in the process; no cures for the rest of us) to the point of ridiculous.

Haste in 1e doesn't carry a SSS roll that I recall, and I'm still DM'ing 1e. But nobody wants to use it anyway, because of the aging effect. :( One change we made to 1e that seems to have worked out well is that our War Clerics give +2 instead of +1 with Prayer spells and similar (but the somatic component is to charge into or stay in melee, so it's not perfect...); the Bardic "morale bonus" also gets better (slowly) with level, and we let it stack with Prayer-like effects. But that's still not much to add: [roll + weapon + strength + prayer + bard] at the absolute worst to hit, and bard doesn't affect damage.

As someone else mentioned, the best buff-like spells in 1e are defensive, which forces a caster to choose: defense or offense. In 3e, with so many buff spells helping offense, the choice is much muddier: offense like this, or offense like that.

Too many!

Lane-"don't call me Buffy"-fan
 

While I do agree we could cull some of the bonus types, I don't think that would stop the buff mode method. A dedicated buffer (like my bard in someone's game) knows how to get the most out of every fight. However, most other characters (not dedicated to buffing) never have more than 1-2 buffs period. Considering how often buffs don't stack with magical items, I see that buffs become more useless as the game moves on.

Want a Bull's Str? Nah, I got a belt of giant str, thanks.
Resistance? Nope. Got a cloak.
Barkskin? Not better than my amulet.

However, if you want an easier way of monitoring buffs and stat-changes, I created this.
http://home.wideopenwest.com/~iferguson4394/bonustracker.pdf

Hopefully, it will be useful to you.
 

I think the limiting of Buffs could be handled nicely through spell lists. Limit the options by limiting the spells that each type of caster has access to.
 

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